Ranger Conclave - Gatekeeper Conclave
Rangers of the Gatekeeper Conclave work with Gatekeeper druids who once were the guardians of the world. Taught by the sage Vrisaak, they prepared for the coming disaster; an invasion from the outer planes. When the gates to the Far Realm opened and aberrations flooded into Kelden, the Gatekeepers were able to end the incursion – at a terrible cost.
Most Gatekeepers carry the title of "hunter" and are rangers, barbarians, scouts and the like. They are ever vigilant against unnatural horrors. They work with the druids to guard and protect the existing Gates that bind the old evils as well has defeat the still left over threats from the Far Realm as well as from other planes. They have embraced the power of the other realms, harnessing the power in their abilities to protect the Material Plane.
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
Hunter Gatekeeper Spells
|3rd||comprehend languages or protection from evil and good|
|5th||alter self or magic weapon|
|9th||magic circle or protection from energy|
|13th||banishment or death ward|
|17th||circle of power or dispel good and evil|
At 3rd level, you learn to draw on the energy of the planes to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. Until the end of this turn, your attacks against that creature ignore its damage resistances, and the next time you hit it on this turn, it takes an additional 1d6 force damage.
At 3rd level, you gain the ability to detect the presence of planar portals. As an action, you detect the distance and direction to any planar portals within 1,000 feet of you. You also sense which plane of existence each portal leads to. However, if magic obscures any details of a portal, this feature doesn’t reveal them. Once you use this feature, you can’t use it again until you finish a short or long rest. Alternatively, you can use the feature again if you expend a spell slot of 2nd level or higher. See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
At 11th level, you gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
At 15th level, you gain one of the following features of your choice.
- Calm Mind. Long years of fighting the madness has calmed your mind from it's corrupting horrors. You gain advantage on all Intelligence, Wisdom and Charisma Saving throws.
- Planar Rebuke. You become attuned to other planes and what counters what you are fighting. As a reaction when you take damage from a creature within 60 feet of you, you can assault them with damage from another plane. You open a portal to another plane and can channel a burst of damage from that plane to momentarily surrounded your enemy. The creature must make a Dexterity saving throw. It takes 2d6 fire, lightning, cold, acid, thunder, necrotic, or radiant damage on a failed save, or half as much on a successful one.
- Spectral Defense. Your ability to move between planes becomes even more finely tuned. As a reaction when you take damage, you can halve that damage against you. For a moment, you slip into the planar boundary to lessen the harm.